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False Priest

Creature 4 — human, humanoid

Belief is perhaps the strongest force in the universe. Instilling belief only to use it against someone in deceit, however, is the purview of a false priest. Hidden secrets and occult powers have an irresistible lure for many. Since the majority of these NPCs are spellcasters, consider using alternative spell lists to adjust their themes.

Source: pathfinder-npc-core

Perception +10
Skills acrobatics +10, athletics +8, deception +12, performance +12, religion +8, society +6
Str
+0
Dex
+4
Con
+3
Int
+0
Wis
+2
Cha
+4
AC 21 Fort +11 Ref +12 Will +10
HP 50
Speed 25 feet

Offense

Melee Rapier +12, Damage 1d6+8 piercing
Melee Fist +12, Damage 1d4+8 bludgeoning
Ranged Hand Crossbow +12, Damage 1d6+4 piercing

Abilities

Deceiver's Surprise — On the first round of combat, if the false priest rolls Deception or Performance for initiative, creatures that haven't acted yet are Off-Guard to the false priest.
Fickle Prophecy (emotion, mental) — The false priest convinces someone of their omnipotence by attempting a Deception check compared to the creature's Will DC. If successful, the target gains 1d8+4 temporary Hit Points that last for 1 hour or until the false priest removes them by rebuking the target, whichever occurs first.
Sneak Attack — The false priest deals an extra 1d6 precision damage to Off-Guard creatures. This increases to 2d6 precision damage against creatures off-guard due to the false priest's Feint or deceiver's surprise.
The Jig Is Up — Frequency once per hour Trigger The false priest critically fails a Deception or Performance check Effect The false priest Strides.

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